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Reducing disc space and memory usage

Check out how we reduced disk space usage from 1.5 GB to 200 MB and memory usage by 4 times.

Case: Brigada Games ported the game, which was originally developed for PC/Console to Switch. This allowed a developer and a publisher to access a new audience for their game.

The optimization was carried out on the Switch.

We aimed to reduce both memory and disk space consumption by changing the ABC system to a new pipeline, since it was not working properly on the Switch and was using too many resources.

However, we faced technical constraints and challenges while achieving this goal. This included determining the edge of the geometry where the shape still looked intact, but consumed fewer resources. We had to work with ABC, which was divided into two streams, where one focused on making sure the values presented in the WPO were correct, and the other on producing the desired visible result.

To optimize the performance of the game, we used various tools and technologies like Stat Memory analysis on cut-scenes and RenderDoc to check the number of Draw Calls and timing.

At the engine level we implemented various optimizations, which involved re-baking complex effects into texture or VAT, and then using a custom material and post-process to apply it onto the game screen. We also used the method of reducing the number of triangles written into the texture to manage memory and resources.

To evaluate the success of the optimizations we carried out, we looked at two main metrics: Stat Memory and the overall visual similarity of the game with superimposed animation through textures.

Our optimization efforts resulted in an improved gaming experience for players. This included the presence of complex effects without dropping frames per second (fps).

To test and debug the optimization, we asked our QA team to provide videos of repeatable gameplay and Stat Memory. We also looked into the RenDoc capture to verify any timings.

A lot of work was done to convert the older animations into textures, both using the VAT system and by displaying the animations directly on the player's screen. Additionally, it was critical to make sure that the images/VATs matched the actual locations on the game map and looked realistic.
2023-06-04 13:16